diff --git a/.github/FUNDING.yml b/.github/FUNDING.yml new file mode 100644 index 00000000..f2a18d6b --- /dev/null +++ b/.github/FUNDING.yml @@ -0,0 +1,6 @@ +# These are supported funding model platforms + +github: [StephenHodgson,SimonDarksideJ,FejZa] # [XRTK, SimonDarksideJ, StephenHodgson] +ko_fi: xrtk_team +issuehunt: # simondarksidej +custom: http://paypal.me/XRTK diff --git a/.github/ISSUE_TEMPLATE/bug_report.md b/.github/ISSUE_TEMPLATE/bug_report.md index 4b78eefc..26208000 100644 --- a/.github/ISSUE_TEMPLATE/bug_report.md +++ b/.github/ISSUE_TEMPLATE/bug_report.md @@ -9,11 +9,9 @@ assignees: '' # XRTK - Mixed Reality Toolkit Bug Report ## Describe the bug - ## To Reproduce - 1. Go to '...' @@ -22,26 +20,27 @@ assignees: '' 4. See error ## Expected behavior - ## Actual behavior - ## Screenshots - ## Your Setup - -- Operation system [e.g. windows, macos, linux] -- Unity Version [e.g. 2019.3.11f0] -- XRTK Version [e.g. 0.2.0] -- XRTK Commit SHA [e.g. 0b40524df4b67fd3bdf305185d5426213040b43f] +- **Operation System:** + - [ ] Windows + - [ ] MacOs + - [ ] Linux + - [ ] Other +- **Unity Version:** 2019.4.19f +- **XRTK Packages** + - [ ] com.xrtk.core 0.2.0 + - [ ] com.xrtk.sdk 0.2.0 + ## Additional context - diff --git a/.github/ISSUE_TEMPLATE/feature_request.md b/.github/ISSUE_TEMPLATE/feature_request.md index ac0bec73..1f256409 100644 --- a/.github/ISSUE_TEMPLATE/feature_request.md +++ b/.github/ISSUE_TEMPLATE/feature_request.md @@ -10,35 +10,21 @@ assignees: '' ## Is your feature request related to a problem? Please describe - + ## How would you classify your suggestion - - + - New platform support - Usability / Configuration - Architecture / Services ## Describe the solution you'd like - - + ## Describe alternatives you've considered - - + ## Additional context - - + diff --git a/.github/PULL_REQUEST_TEMPLATE.md b/.github/PULL_REQUEST_TEMPLATE.md index eddac635..d3ae5717 100644 --- a/.github/PULL_REQUEST_TEMPLATE.md +++ b/.github/PULL_REQUEST_TEMPLATE.md @@ -1,26 +1,19 @@ # XRTK - Mixed Reality Toolkit Pull Request ## Overview - ## Changes - -- Fixes: #[issue number] +- Fixes: ## Breaking Changes - -- Breaks... - -## Submodule Changes +- Breaks - +## Related Submodule Changes -- [SDK](https://github.com/XRTK/SDK/pull/) -- [Lumin](https://github.com/XRTK/Lumin/pull/) -- [Oculus](https://github.com/XRTK/Oculus/pull/) -- [WMR](https://github.com/XRTK/WindowsMixedReality/pull/) + +- URL diff --git a/.gitignore b/.gitignore index eae77e72..dd509dc7 100644 --- a/.gitignore +++ b/.gitignore @@ -57,6 +57,12 @@ obj/ # ============================ # .vscode/ +# ========================= # +# Jetbrains Rider Generated # +# ========================= # +.idea/ +_ReSharper.Caches + # ===================== # # Project Specific List # # ===================== # diff --git a/CHANGELOG.md b/CHANGELOG.md deleted file mode 100644 index e69de29b..00000000 diff --git a/CODE_OF_CONDUCT.md b/CODE_OF_CONDUCT.md deleted file mode 100644 index 07ea2f9b..00000000 --- a/CODE_OF_CONDUCT.md +++ /dev/null @@ -1,76 +0,0 @@ -# Contributor Covenant Code of Conduct - -## Our Pledge - -In the interest of fostering an open and welcoming environment, we as -contributors and maintainers pledge to making participation in our project and -our community a harassment-free experience for everyone, regardless of age, body -size, disability, ethnicity, sex characteristics, gender identity and expression, -level of experience, education, socio-economic status, nationality, personal -appearance, race, religion, or sexual identity and orientation. - -## Our Standards - -Examples of behavior that contributes to creating a positive environment -include: - -* Using welcoming and inclusive language -* Being respectful of differing viewpoints and experiences -* Gracefully accepting constructive criticism -* Focusing on what is best for the community -* Showing empathy towards other community members - -Examples of unacceptable behavior by participants include: - -* The use of sexualized language or imagery and unwelcome sexual attention or - advances -* Trolling, insulting/derogatory comments, and personal or political attacks -* Public or private harassment -* Publishing others' private information, such as a physical or electronic - address, without explicit permission -* Other conduct which could reasonably be considered inappropriate in a - professional setting - -## Our Responsibilities - -Project maintainers are responsible for clarifying the standards of acceptable -behavior and are expected to take appropriate and fair corrective action in -response to any instances of unacceptable behavior. - -Project maintainers have the right and responsibility to remove, edit, or -reject comments, commits, code, wiki edits, issues, and other contributions -that are not aligned to this Code of Conduct, or to ban temporarily or -permanently any contributor for other behaviors that they deem inappropriate, -threatening, offensive, or harmful. - -## Scope - -This Code of Conduct applies both within project spaces and in public spaces -when an individual is representing the project or its community. Examples of -representing a project or community include using an official project e-mail -address, posting via an official social media account, or acting as an appointed -representative at an online or offline event. Representation of a project may be -further defined and clarified by project maintainers. - -## Enforcement - -Instances of abusive, harassing, or otherwise unacceptable behavior should be -reported. All -complaints will be reviewed and investigated and will result in a response that -is deemed necessary and appropriate to the circumstances. The project team is -obligated to maintain confidentiality with regard to the reporter of an incident. -Further details of specific enforcement policies may be posted separately. - -Project maintainers who do not follow or enforce the Code of Conduct in good -faith may face temporary or permanent repercussions as determined by other -members of the project's leadership. - -## Attribution - -This Code of Conduct is adapted from the [Contributor Covenant][homepage], version 1.4, -available at https://www.contributor-covenant.org/version/1/4/code-of-conduct.html - -[homepage]: https://www.contributor-covenant.org - -For answers to common questions about this code of conduct, see -https://www.contributor-covenant.org/faq diff --git a/CODING_GUIDELINES.md b/CODING_GUIDELINES.md deleted file mode 100644 index aa12646d..00000000 --- a/CODING_GUIDELINES.md +++ /dev/null @@ -1,606 +0,0 @@ -# Coding Guidelines - -This document outlines the recommended coding guidelines for the Mixed Reality Toolkit. The majority of these suggestions follow the [recommended standards from MSDN](https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/inside-a-program/coding-conventions). - ---- - -## Script license information headers - -All scripts posted to the XRTK should have the standard License header attached, exactly as shown below: - -```c# -// Copyright (c) XRTK. All rights reserved. -// Licensed under the MIT License. See LICENSE in the project root for license information. -``` - -Any script files submitted without the license header will be rejected - -## Function / Method summary headers - -All public classes, structs, enums, functions, properties, fields posted to the XRTK should be described as to it's purpose and use, exactly as shown below: - -```c# - /// - /// The Controller definition defines the Controller as defined by the SDK / Unity. - /// - public struct Controller - { - /// - /// The ID assigned to the Controller - /// - public string ID; - } -``` - -This ensures documentation is properly generated and disseminated for all all classes, methods, and properties. - ->Any script files submitted without proper summary tags will be rejected. - -## XRTK namespace rules - -The project structure adheres to a strict namespace culture of mapping the namespace 1-1 with the folder structure of the project. This ensures that classes are easy to discover and maintain. It also ensures the dependencies of any class are laid out in the beginning using definitions of the file. - -### Do: - -```c# -// Copyright (c) XRTK. All rights reserved. -// Licensed under the MIT License. See LICENSE in the project root for license information. - -namespace XRTK.Definitions -{ - /// - /// The ButtonAction defines the set of actions exposed by a controller. - /// Denoting the available buttons / interactions that a controller supports. - /// - public enum ButtonAction - { - } -} -``` - -Absolutely no class / struct / enum or other definition should be entered in to the project without the appropriate namespace definition. - -## Spaces vs Tabs - -Please be sure to use 4 spaces instead of tabs when contributing to this project. - -Additionally, ensure that spaces are added for conditional / loop functions like if / while / for - -### Don't: - -```c# -private Foo () // < - space between Foo and () -{ - if(Bar==null) // <- no space between if and () - { - DoThing(); - } - - while(true) // <- no space between while and () - { - Do(); - } -} -``` - -### Do: - - ```c# -private Foo() -{ - if (Bar==null) - { - DoThing(); - } - - while (true) - { - Do(); - } -} - ``` - -## Spacing - -Do not to add additional spaces between square brackets and parenthesis: - -### Don't: - -```c# -private Foo() -{ - int[ ] var = new int [ 9 ]; - Vector2 vector = new Vector2 ( 0f, 10f ); -} - -``` - -### Do: - -```c# -private Foo() -{ - int[] var = new int[9]; - Vector2 vector = new Vector2(0f, 10f); -} -``` - -## Naming Conventions - -Always use `PascalCase` for public / protected / virtual properties, and `camelCase` for private properties and fields. ->The only exception to this is for data structures that require the fields to be serialized by the `JsonUtility`. - -### Don't: - -```c# -public string myProperty; // <- Starts with a lower case letter -private string MyProperty; // <- Starts with an uppercase case letter -``` - -### Do: - - ```c# -public string MyProperty; -protected string MyProperty; -private string myProperty; - ``` - -## Access Modifiers - -Always declare an access modifier for all fields, properties and methods. - -> All Unity API Methods should be `private` by default, unless you need to override them in a derived class. In this case `protected` should be used. - -> Fields should always be `private`, with `public` or `protected` property accessors. - -> Use [expression-bodied members](https://github.com/dotnet/roslyn/wiki/New-Language-Features-in-C%23-6#expression-bodied-function-members) and [auto properties](https://github.com/dotnet/roslyn/wiki/New-Language-Features-in-C%23-6#auto-property-enhancements) where possible - -### Don't: - -```c# -// protected field should be private -protected int myVariable = 0; - -// property should have protected setter -public int MyVariable { get { return myVariable; } } - -// No public / private access modifiers -void Foo() { } -void Bar() { } -``` - -### Do: - - ```c# -public int MyVariable { get; protected set; } = 0; - -private void Foo() { } -public void Bar() { } -protected virtual void FooBar() { } - ``` - -## Use Braces - -Always use braces after each statement block, and place them on the next line. - -### Don't: - -```c# -private Foo() -{ - if (Bar==null) // <- missing braces surrounding if action - DoThing(); - else - DoTheOtherThing(); -} -``` - -### Don't: - -```c# -private Foo() { // <- Open bracket on same line - if (Bar==null) DoThing(); <- if action on same line with no surrounding brackets - else DoTheOtherThing(); -} -``` - -### Do: - -```c# -private Foo() -{ - if (Bar==true) - { - DoThing(); - } - else - { - DoTheOtherThing(); - } -} -``` - -## Public classes, structs, and enums should all go in their own files. - -If the class, struct, or enum can be made private then it's okay to be included in the same file. This avoids compilations issues with Unity and ensure that proper code abstraction occurs, it also reduces conflicts and breaking changes when code needs to change. - -### Don't: - -```c# -public class MyClass -{ - public struct MyStruct() { } - public enum MyEnumType() { } - public class MyNestedClass() { } -} -``` - -### Do: - - ```c# - // Private references for use inside the class only -public class MyClass -{ - private struct MyStruct() { } - private enum MyEnumType() { } - private class MyNestedClass() { } -} - ``` - - ### Do: - - MyStruct.cs - - ```c# - // Public Struct / Enum definitions for use in your class. Try to make them generic for reuse. -public struct MyStruct -{ - public string Var1; - public string Var2; -} -``` - -MyEnumType.cs - -```c# -public enum MuEnumType -{ - Value1, - Value2 // <- note, no "," on last value to denote end of list. -} -``` - -MyClass.cs - -```c# -public class MyClass -{ - private MyStruct myStructReference; - private MyEnumType myEnumReference; -} - ``` - -## Initialize Enums - -To ensure all Enums are initialized correctly starting at 0, .NET gives you a tidy shortcut to automatically initialize the enum by just adding the first (starter) value. - -> E.G. Value 1 = 0 (Remaining values are not required) - -### Don't: - -```c# -public enum Value -{ - Value1, <- no initializer - Value2, - Value3 -} -``` - -### Do: - - ```c# -public enum ValueType -{ - Value1 = 0, - Value2, - Value3 -} - ``` - -## Order Enums for appropriate extension. - -It is critical that if an Enum is likely to be extended in the future, to order defaults at the top of the Enum, this ensures Enum indexes are not affected with new additions. - -### Don't: - -```c# -public enum SDKType -{ - WindowsMR, - OpenVR, - OpenXR, - None, <- default value not at start - Other <- anonymous value left to end of enum -} -``` - -### Do: - - ```c# - /// - /// The SDKType lists the VR SDK's that are supported by the XRTK - /// Initially, this lists proposed SDK's, not all may be implemented at this time (please see ReleaseNotes for more details) - /// - public enum SDKType - { - /// - /// No specified type or Standalone / non-VR type - /// - None = 0, - /// - /// Undefined SDK. - /// - Other, - /// - /// The Windows 10 Mixed reality SDK provided by the Universal Windows Platform (UWP), for Immersive MR headsets and HoloLens. - /// - WindowsMR, - /// - /// The OpenVR platform provided by Unity (does not support the downloadable SteamVR SDK). - /// - OpenVR, - /// - /// The OpenXR platform. SDK to be determined once released. - /// - OpenXR - } -``` - -## End Enum names with "Type" - -Enum names should clearly indicate their nature by using the Type suffix. - -### Don't: - -```c# -public enum Ordering -{ - First, - Second, - Third -} -``` - -```c# -public enum OrderingEnum -{ - First, - Second, - Third -} -``` - -### Do: - -```c# -public enum OrderingType -{ - First = 0, - Second, - Third -} -``` - -## Review Enum use for Bitfields - -If there is a possibility for an enum to require multiple states as a value, e.g. Handedness = Left & Right. Then the Enum needs to be decorated correctly with BitFlags to enable it to be used correctly - -> The Handedness.cs file has a concrete implementation for this - -### Don't: - -```c# -public enum Handedness -{ - None, - Left, - Right -} -``` - -### Do: - - ```c# - [flags] -public enum HandednessType -{ - None = 0 << 0, - Left = 1 << 0, - Right = 1 << 1, - Both = Left | Right -} - ``` - -## Best Practices, including Unity recommendations - -Some of the target platforms of this project require us to take performance into consideration. With this in mind we should always be careful of allocating memory in frequently called code in tight update loops or algorithms. - -## Encapsulation - -Always use private fields and public properties if access to the field is needed from outside the class or struct. Be sure to co-locate the private field and the public property. This makes it easier to see, at a glance, what backs the property and that the field is modifiable by script. - -If you need to have the ability to edit your field in the inspector, it's best practice to follow the rules for Encapsulation and serialize your backing field. - ->The only exception to this is for data structures that require the fields to be serialized by the `JsonUtility`, where a data class is required to have all public fields for the serialization to work. - -### Don't: - -```c# -public float MyValue; -``` - -### Do: - - ```c# - // private field, only accessible within script (field is not serialized in Unity) - private float myValue; - ``` - -### Do: - - ```c# - // Enable private field to be configurable only in editor (field is correctly serialized in Unity) - [SerializeField] - private float myValue; - ``` - ---- - -### Don't: - -```c# -private float myValue1; -private float myValue2; - -public float MyValue1 -{ - get{ return myValue1; } - set{ myValue1 = value } -} - -public float MyValue2 -{ - get{ return myValue2; } - set{ myValue2 = value } -} -``` - - ### Do: - -```c# -// Enable field to be configurable in the editor and available externally to other scripts (field is correctly serialized in Unity) -[SerializeField] -[ToolTip("If using a tooltip, the text should match the public property's summary documentation, if appropriate.")] -private float myValue; // <- Notice we co-located the backing field above our corresponding property. - -/// -/// If using a tooltip, the text should match the public property's summary documentation, if appropriate. -/// -public float MyValue -{ - get{ return myValue; } - set{ myValue = value } -} -``` - -## Use `for` instead of `foreach` when possible - -In some cases a foreach is required, e.g. when looping over an IEnumerable. But for performance benefit, avoid foreach when you can. - -### Don't: - -```c# -foreach(var item in items) -``` - -### Do: - - ```c# -int length = items.length; // cache reference to list/array length -for(int i=0; i < length; i++) - ``` - -## Cache values and serialize them in the scene/prefab whenever possible. - -With the HoloLens in mind, it's best to optimize for performance and cache references in the scene or prefab to limit runtime memory allocations. - -### Don't: - -```c# -void Update() -{ - gameObject.GetComponent().Foo(Bar); -} -``` - -### Do: - - ```c# -[SerializeField] // To enable setting the reference in the inspector. -private Renderer myRenderer; - -private void Awake() -{ - // If you didn't set it in the inspector, then we cache it on awake. - if (myRenderer == null) - { - myRenderer = gameObject.GetComponent(); - } -} - -private void Update() -{ - myRenderer.Foo(Bar); -} - ``` - -## Cache references to materials, do not call the ".material" each time. - -Unity will create a new material each time you use ".material", which will cause a memory leak if not cleaned up properly. - -### Don't: - -```c# -public class MyClass -{ - void Update() - { - Material myMaterial = GetComponent().material; - myMaterial.SetColor("_Color", Color.White); - } -} -``` - -### Do: - - ```c# - // Private references for use inside the class only -public class MyClass -{ - private Material cachedMaterial; - - private void Awake() - { - cachedMaterial = GetComponent().material; - } - - void Update() - { - cachedMaterial.SetColor("_Color", Color.White); - } - - private void OnDestroy() - { - Destroy(cachedMaterial); - } -} - ``` - ->Alternatively, use Unity's "SharedMaterial" property which does not create a new material each time it is referenced. - -## Use [platform dependent compilation](https://docs.unity3d.com/Manual/PlatformDependentCompilation.html) to ensure the Toolkit won't break the build on another platform - -* Use `WINDOWS_UWP` in order to use UWP-specific, non-Unity APIs. This will prevent them from trying to run in the Editor or on unsupported platforms. This is equivalent to `UNITY_WSA && !UNITY_EDITOR` and should be used in favor of. -* Use `UNITY_WSA` to use UWP-specific Unity APIs, such as the `UnityEngine.XR.WSA` namespace. This will run in the Editor when the platform is set to UWP, as well as in built UWP apps. - -This chart can help you decide which `#if` to use, depending on your use cases and the build settings you expect. - -| | UWP IL2CPP | UWP .NET | Editor | -| --- | --- | --- | --- | -| `UNITY_EDITOR` | False | False | True | -| `UNITY_WSA` | True | True | True | -| `WINDOWS_UWP` | True | True | False | -| `UNITY_WSA && !UNITY_EDITOR` | True | True | False | -| `ENABLE_WINMD_SUPPORT` | True | True | False | -| `NETFX_CORE` | False | True | False | diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md deleted file mode 100644 index 25eaaed3..00000000 --- a/CONTRIBUTING.md +++ /dev/null @@ -1,7 +0,0 @@ -## License - -Mixed Reality Framework is under the [MIT license](https://github.com/nunit/nunit/blob/master/LICENSE.txt). By contributing to the Mixed Reality Framework, you assert that: - -* The contribution is your own original work. -* You have the right to assign the copyright for the work (it is not owned by your employer, or - you have been given copyright assignment in writing). diff --git a/CONTRIBUTORS.md b/CONTRIBUTORS.md deleted file mode 100644 index ce95b3c3..00000000 --- a/CONTRIBUTORS.md +++ /dev/null @@ -1,18 +0,0 @@ -# Project Contributors - -The following people have helped make this project as awesome as it is today (in alphabetical order): - -> If you'd like to add your name, please submit a pull request with your full name or GitHub username if you wish to remain anon. You may also add a link to your name to any social media accounts. - -- Addison Linville -- Andrew Hall -- Cameron Micka -- David Kline -- Dong Yoon Park -- Eric Carter -- Jarrod Show -- Kurtis Eveleigh -- Lars Simpkins -- Simon (Darkside) Jackson -- Stefan Wasserbauer -- [Stephen Hodgson](https://github.com/StephenHodgson) diff --git a/LICENSE.md b/LICENSE.md index 8a02c57d..2d3cc744 100644 --- a/LICENSE.md +++ b/LICENSE.md @@ -1,7 +1,7 @@ MIT License Copyright (c) 2019 Microsoft Corporation -Copyright (c) 2020 XRTK +Copyright (c) 2021 XRTK Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal diff --git a/XRTK.WindowsMixedReality/Assets/XRTK.Generated/WindowsMixedReality.meta b/XRTK.WindowsMixedReality/Assets/XRTK.Generated/WindowsMixedReality.meta deleted file mode 100644 index 6792b791..00000000 --- a/XRTK.WindowsMixedReality/Assets/XRTK.Generated/WindowsMixedReality.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 0fb7b3969e4b5974fa74fde2b0c9c1d5 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/XRTK.WindowsMixedReality/Packages/com.xrtk.wmr/.github/ISSUE_TEMPLATE/bug_report.md b/XRTK.WindowsMixedReality/Packages/com.xrtk.wmr/.github/ISSUE_TEMPLATE/bug_report.md deleted file mode 100644 index 93ce675f..00000000 --- a/XRTK.WindowsMixedReality/Packages/com.xrtk.wmr/.github/ISSUE_TEMPLATE/bug_report.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -name: Bug report -about: Create a report to help us improve -title: '' -labels: bug -assignees: '' - ---- - -## Describe the bug -A clear and concise description of what the bug is. - -## To Reproduce -Steps to reproduce the behavior: -1. Go to '...' -2. Click on '....' -3. Scroll down to '....' -4. See error - -## Expected behavior -A clear and concise description of what you expected to happen. - -## Screenshots -If applicable, add screenshots to help explain your problem. - -## Information(please complete the following information): - - Version: [e.g. 2018.3.1f1] -- Release or Commit sha: [e.g. Latest Release] - -## Additional context -Add any other context about the problem here. diff --git a/XRTK.WindowsMixedReality/Packages/com.xrtk.wmr/.github/ISSUE_TEMPLATE/feature_request.md b/XRTK.WindowsMixedReality/Packages/com.xrtk.wmr/.github/ISSUE_TEMPLATE/feature_request.md deleted file mode 100644 index a8cbe430..00000000 --- a/XRTK.WindowsMixedReality/Packages/com.xrtk.wmr/.github/ISSUE_TEMPLATE/feature_request.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -name: Feature request -about: Suggest an idea for this project -title: '' -labels: enhancement -assignees: '' - ---- - -## Is your feature request related to a problem? Please describe. -A clear and concise description of what the problem is. Ex. I'm always frustrated when [...] - -## Describe the solution you'd like -A clear and concise description of what you want to happen. - -## Describe alternatives you've considered -A clear and concise description of any alternative solutions or features you've considered. - -## Additional context -Add any other context or screenshots about the feature request here. diff --git a/XRTK.WindowsMixedReality/Packages/com.xrtk.wmr/.github/PULL_REQUEST_TEMPLATE.md b/XRTK.WindowsMixedReality/Packages/com.xrtk.wmr/.github/PULL_REQUEST_TEMPLATE.md deleted file mode 100644 index bd444479..00000000 --- a/XRTK.WindowsMixedReality/Packages/com.xrtk.wmr/.github/PULL_REQUEST_TEMPLATE.md +++ /dev/null @@ -1,11 +0,0 @@ -## Overview - -High level overview of this pull request. - -## Changes: - -- Fixes: #... - -## Breaking Changes: - -- Breaks... diff --git a/XRTK.WindowsMixedReality/Packages/com.xrtk.wmr/README.md b/XRTK.WindowsMixedReality/Packages/com.xrtk.wmr/README.md index 48615cff..5a68f270 100644 --- a/XRTK.WindowsMixedReality/Packages/com.xrtk.wmr/README.md +++ b/XRTK.WindowsMixedReality/Packages/com.xrtk.wmr/README.md @@ -4,5 +4,5 @@ The Windows Mixed Reality Extension for the [XRTK - Mixed Reality Toolkit](https ## Build Status -[![Build status](https://dev.azure.com/xrtk/Mixed%20Reality%20Toolkit/_apis/build/status/XRTK.WMR%20Master%20Build)](https://dev.azure.com/xrtk/Mixed%20Reality%20Toolkit/_build/latest?definitionId=21) -[![openupm](https://img.shields.io/npm/v/com.xrtk.wmr?label=openupm®istry_uri=https://package.openupm.com)](https://openupm.com/packages/com.xrtk.wmr/) \ No newline at end of file +[![Build Status](https://dev.azure.com/xrtk/Mixed%20Reality%20Toolkit/_apis/build/status/com.xrtk.wmr?branchName=master)](https://dev.azure.com/xrtk/Mixed%20Reality%20Toolkit/_build/latest?definitionId=49&branchName=master) +[![openupm](https://img.shields.io/npm/v/com.xrtk.wmr?label=openupm®istry_uri=https://package.openupm.com)](https://openupm.com/packages/com.xrtk.wmr/) diff --git a/XRTK.WindowsMixedReality/Packages/com.xrtk.wmr/package.json b/XRTK.WindowsMixedReality/Packages/com.xrtk.wmr/package.json index 07c94446..1dd9bdaf 100644 --- a/XRTK.WindowsMixedReality/Packages/com.xrtk.wmr/package.json +++ b/XRTK.WindowsMixedReality/Packages/com.xrtk.wmr/package.json @@ -19,7 +19,7 @@ }, "author": "XRTK Team (https://github.com/XRTK)", "dependencies": { - "com.xrtk.core": "0.2.6", + "com.xrtk.core": "0.2.7", "com.unity.xr.windowsmr.metro": "4.2.3" }, "profiles": [ diff --git a/XRTK.WindowsMixedReality/Packages/packages-lock.json b/XRTK.WindowsMixedReality/Packages/packages-lock.json index cecc4768..0bfc492d 100644 --- a/XRTK.WindowsMixedReality/Packages/packages-lock.json +++ b/XRTK.WindowsMixedReality/Packages/packages-lock.json @@ -91,7 +91,7 @@ "url": "https://packages.unity.com" }, "com.xrtk.core": { - "version": "0.2.6-preview.1", + "version": "0.2.7", "depth": 1, "source": "registry", "dependencies": { @@ -108,7 +108,7 @@ "depth": 0, "source": "embedded", "dependencies": { - "com.xrtk.core": "0.2.6-preview.1", + "com.xrtk.core": "0.2.7", "com.unity.xr.windowsmr.metro": "4.2.3" } }, diff --git a/azure-pipelines.yml b/azure-pipelines.yml index 86fc76c3..67f62c97 100644 --- a/azure-pipelines.yml +++ b/azure-pipelines.yml @@ -18,8 +18,8 @@ variables: date: '' ${{ if ne( variables['build.reason'], 'PullRequest' ) }}: date: ${{ '$(Date:yyyyMMdd)' }} - isReleaseBuild: $[ and( eq(variables['Build.SourceBranchName'], 'master'), or( eq(variables['build.reason'], 'BatchedCI'), eq(variables['build.reason'], 'Manual') ) ) ] - isPreviewBuild: $[ and( eq(variables['System.PullRequest.TargetBranch'], 'master'), eq(variables['build.reason'], 'PullRequest') ) ] + isReleaseBuild: $[ and( eq(variables['Build.SourceBranchName'], 'main'), or( eq(variables['build.reason'], 'BatchedCI'), eq(variables['build.reason'], 'Manual') ) ) ] + isPreviewBuild: $[ and( eq(variables['System.PullRequest.TargetBranch'], 'main'), eq(variables['build.reason'], 'PullRequest') ) ] name: $(package.name) ${{ coalesce( variables['date'], '$(System.PullRequest.PullRequestNumber)', '$(Date:yyyyMMdd)' ) }}$(Rev:.r) @@ -27,37 +27,35 @@ pr: autoCancel: true branches: include: - - master + - main - development - feature/* paths: include: - azure-pipelines.yml - - azure_pipelines/* - XRTK.WindowsMixedReality/* - Submodules/* exclude: - '*' + - XRTK.WindowsMixedReality/Packages/com.xrtk.wmr/package.json - XRTK.WindowsMixedReality/Packages/com.xrtk.wmr/README.md - XRTK.WindowsMixedReality/Packages/com.xrtk.wmr/LICENSE.md - - XRTK.WindowsMixedReality/Packages/com.xrtk.wmr/.github/* trigger: batch: true branches: include: - - master + - main paths: include: - azure-pipelines.yml - - azure_pipelines/* - XRTK.WindowsMixedReality/* - Submodules/* exclude: - '*' + - XRTK.WindowsMixedReality/Packages/com.xrtk.wmr/package.json - XRTK.WindowsMixedReality/Packages/com.xrtk.wmr/README.md - XRTK.WindowsMixedReality/Packages/com.xrtk.wmr/LICENSE.md - - XRTK.WindowsMixedReality/Packages/com.xrtk.wmr/.github/* extends: template: common.yml@pipeline_repo